Showing posts with label Game development. Show all posts
Showing posts with label Game development. Show all posts

Monday, 2 November 2015

Emotional Adaption and Expression in Games


Emotions are fundamental for players to deeply engage with games. Players’ responses in a game are affected by their emotional states which if, in turn, could affect the way the game responds the player-game interaction could be augmented and enriched by magnitudes realizing affective loop-enabled games. Games may evolve and adapt to the player in many different ways and convey emotions through a variety of techniques and effects. In this section we will discuss emotion adaptation and emotion expression, placing it in the context of the affective loop discussed earlier. The adaptation module of the affective loop should be able to provide satisfactory answers to – at least some – of the following questions: which stimulus (or playful experience) should be presented next? When should it be presented? Which game elements should be adjusted and how?

Arguably, we can achieve meaningful adaptation in games because players are prepared for personalised experiences more than in any other form of human computer interaction. The players’ relationship to game adaptation is dependent on their playing style, experience, personality etc. and the form of adaptation (e.g. implicitly or explicitly) needs to comply with the player needs. So, when creating and designing emotional games, one needs to consider all the processes involved, starting with the game design process itself. Further, while emotion models can be used to inform game designers in a mixed-initiative design fashion (see (Smith, et al., 2011), (Liapis, et al., 2012) among others) we argue that a semi- of fully-automated approach to emotion-driven game design can ultimately lead to improved playing experience. But as the game design entails the definition of many aspects of a game, when referring to emotional game adaptation one fundamental question to ask is what game elements one can adjust? In other words: what does emotional adaptation entail? A high-level observation of available game elements derives two key classes of adaptable game features: game agents (and NPCs) and game content (see Figure 1). Both of these can be manipulated to convey emotional responses and adaptation, in a manner that leads the player to become more emotionally involved with the game.

Adapting and Expressing Emotion through Agents and NPCs 


One of the two main ways by which emotions can be manifested in games is through their game characters (see Figure 1). Characters in a game need to act, and their actions should be determined by emotional reactions to events occurring in the game. This can be achieved in a completely scripted manner, or through an automatic, autonomous approach, by using emotion agent architectures (Gratch & Marsella, 2004) underlying cognitive models to generate behaviour of the characters. Such architectures are usually model-based as they seek inspiration in psychological or physiological models of humans, and other species, and embed features that allow them to go beyond the pure “rational” behaviour. Emotional agent architectures naturally include a way to capture emotions or other affective states, such as moods or even personality (Doce, Dias, Prada, & Paiva, 2010). These affective states often have symbolic representations, or can be the resulting pattern of behaviour arising from a variety of different processes embedded in the agent. Examples of these architectures are EMA (Gratch & Marsella, 2004) and FAtiMA, used for research on serious games in the areas of social and emotional training (Paiva, et al., 2004), (Aylett, et al., 2009), (Lim, Dias, Aylett, & Paiva, 2012), ALMA (Gebhard, 2005), or the MindModule (Eladhari & Mateas, 2008) for player characters. Further, these characters may portray social roles and have different personalities leading the users to raise expectations concerning the characters actions, and as such triggering emotional reactions by the players when those expectations are not met. A game character that plays an ally or a mentor (see (Isbister K. , 2006)) will lead to certain emotional reactions when for example the character deceives the player. The personality of a game character can be established by the nature and strength of the emotions that the character portrays in different situations, and its tendency to act in a certain manner. For example, an extrovert character will use more speech acts and more expressive actions than an introvert character. These features of personality may be achieved by the appropriate parameterization of the agents (see (Doce, Dias, Prada, & Paiva, 2010)). Characters will not only trigger emotional states as a response to a given situation, but they also need to express emotions in a way that conveys their “internal” emotional state. Thus, emotions not only guide the decision making of the characters, but also the expressions they will portray, which again can be generated in an automatic manner. Expressions of different emotional states, such as for example fear, surprise, sadness or happiness may blend handcrafted animations to express both strong and subtle emotions with procedural animation techniques to achieve real-time behaviour animated characters (Perlin & Goldberg, 1996). Characters provide a rich medium to express emotions, trigger emotions and adapt to the emotions of players. Further, these emotional manifestations can be augmented via adaptive narrative and camera profiles (Picardi, Burelli, & Yannakakis, 2011) allowing for the emphasis on particular emotional states or features, and combining it with game content adaptation (see Figure 1). We should, however, stress the research oriented nature of these early systems acknowledging that autonomous emotional NPCs are still in the realm of a few exploratory research projects. However, we believe that by addressing this challenge, this area will become one of the major pillars of AI in games.


 Adapting and Expressing Emotion through Game Content 


Yet, games may or may not include agents. Games, however, definitely include a form of virtual environment where agents “live” (if existent) and the interaction is taking place. There are a number of elements (i.e. game content) from the game world that an adaptive process can alter in order to drive the player to particular affective patterns. As mentioned already, game content may include every aspect of the game design such as game rules (Togelius & Schmidhuber, 2008), reward systems, lighting (de Melo & Paiva, 2007), camera profiles (Yannakakis, Martinez, & Jhala, 2010), maps (Togelius, et al., 2010), levels, tracks (Togelius, Yannakakis, Stanley, & Browne, 2011), story plot points (Riedl, 2012), and music (Eladhari, Nieuwdorp, & Fridenfalk, 2006). Even behavioural patterns of NPCs such as their navigation meshes, their parameterised action space and their animations can be viewed as content.

The adaptive process in this case is referred to as procedural content generation (PCG) which is the generation of game content via the use of algorithmic means. According to the taxonomy presented in (Togelius, Yannakakis, Stanley, & Browne, 2011) game content can be necessary (e.g. game rules) or optional (e.g. trees in a level or flying birds on the background). Further, PCG can be either offline or online, random or based on a parameterised space, stochastic or deterministic and finally it can be either constructive (i.e. content is generated once) or generate-and-test (i.e. content is generated and tested). The Experience-driven PCG framework (Yannakakis & Togelius, 2011) views game content as an indirect building block of player affect and proposes adaptive mechanisms for synthesizing personalised game experiences.

Integration in the Affective Loop: When and How to Adapt


 Once sufficient amounts of appropriate game stimuli (which include the actions of the game characters and in the environment) have been presented to the player, aspects of the playing experience can be detected and modelled. For the affective loop to close effectively the game logic needs to adapt to the current state of the game-player interaction. Whether agent behaviour or parameterised game content, a mapping is required linking a user’s affective state to the game context. That mapping is available as it is essentially the outcome of the emotion modelling phase. Any search algorithm (varying from local and global search to exhaustive search) is applicable for searching in the parameterised search space and finding particular game states (context) that are appropriate for a particular affective state of a specific player. For example, one can envisage the optimization of agent behaviour attributes for maximizing engagement, frustration or empathy towards a player (Leite, et al., 2010). As another example, the study of Shaker et al. (2010) presents the application of exhaustive search for generating Super Mario Bros (Nintendo, 1985) levels that are maximally frustrating, engaging or challenging for any player. In that study parameterised game levels are linked to in-game player behaviour attributes and a set of affective states inferred from crowdsourced player reports. The model-free affective model is built via evolving neural networks that learn the crowdsourced pairwise preferences (i.e. neuro-evolutionary preference learning) .

A critical question once an adaptation mechanism is designed is how often particular attributes should be adjusted. The frequency can vary from simple pre-determined or dynamic time windows (Yannakakis & Hallam, 2009) but adaptation can also be activated every time a new level (Shaker, Yannakakis, & Togelius, 2010) or a new game (Yannakakis & and Hallam, 2007) starts, or even after a set of critical player actions – such as in Façade (Mateas & Stern, 2003). The time window of adaptation is heavily dependent on the game under examination and the desires of the game designer. Regardless of the time window adopted, adaptation needs to be interwoven well with design if is to be successful.

One approach for assessing the appropriate time window for game adaptation is to test the validity of the emotion models in different time windows and then make a compromise between adaptation frequency and model performance (Yannakakis & Hallam, 2009)). As models are expected to yield lower accuracies the more deviant they are from the interaction time window they were built on, one needs to evaluate their accuracy with respect to different time windows. A good compromise between accuracy and performance would yield sensible decisions about the length of the adaptation time windows. In general, those can be either static across all gameplay or dynamic (dependent on e.g. different levels)


Friday, 30 October 2015

Emotions in Games

Authors and filmmakers who wish to evoke particular emotions in their audience often rely on the audience's ability to empathize with the characters portrayed in the narrative, and especially with the protagonist. The author sets up situations in which characters experience particular emotions in the hope that the audience will themselves have similar feelings, or at least understand why the characters feel the way they do. The author is in control of the characters' emotions, while the audience's emotions derive from sharing in those characters' feelings and experiences.

Game designers who wish to evoke particular emotions have it somewhat more difficult. Unlike books and movies, where the author is in full control of the protagonist, it is the audience itself that is largely in control of a game's principal character or characters. Although designers can script particular emotions into a game's protagonist by taking control away from the player or reducing the number of available choices, this can feel like cheating to a player who feels his or her character should be feeling something different; An author like Shakespeare can write Romeo such that he wishes to die upon seeing an apparently dead Juliet lying in front of him, but a game designer cannot force the player to wish the same for his character.

How, then, does a game designer create emotions? Several options present themselves:

  • Atmosphere - Designers may encourage particular feelings in players by presenting them with emotionally suggestive images, sounds and music. This is all about transporting the player to an emotionally suggestive imaginary environment.
  • Subject matter - Audiences can respond emotionally to particular subjects. Games can touch upon the human condition or deal with controversial subjects to evoke strong emotions. If done incorrectly it may earn a game more critics than fans, but done correctly it may perhaps be the most crucial element in crafting mature, dramatic game experiences.
  • Gameplay challenges - The mechanics of games and competition encourage certain emotions in players. At the simplest level, these emotions concern the player directly rather than the player's character. In games that contain a narrative, these basic emotions can be modulated through narrative significance, in that overcoming or failing at particular challenges has specific narrative consequences designed to promote particular feelings in both characters and player.
  • Other characters' emotions - Just like authors can evoke particular emotions by getting the audience to empathize with the characters he creates, so can game designers evoke particular feelings by getting the player to engage emotionally with the characters in the game. Unlike in books and movies, however, it is a mistake for designers to rely on the protagonists emotions, which are perhaps best left unstated.


VR trumps 3D in terms of game design challenges, says Crash Bandicoot dev


"Naughty Dog just celebrated its 30th anniversary, so I’ve been at least 30 years in the games industry, and this is the single largest challenge. It also feels like an inevitability to everyone that uses it."
- Naughty Dog co-founder and current Oculus worldwide studios chief Jason Rubin.
What's more challenging than captaining THQ or developing Crash Bandicoot? Designing VR games, according to comments made by Jason Rubin onstage at the recent GamesBeat 2015 event.
Rubin has been serving as head of worldwide studios at Oculus for a little over a year now, and his GamesBeat chat with game industry personality Geoff Keighley touches on some intriguing details about how Rubin perceives his role at Oculus in relation to game developers -- and how it in turn sees game developers tackling VR in much the same way they once embraced technology like smartphones or 3D rendering.
"It took us a year of R&D to get to the point where we created Crash. A lot of what we did was determined by the hardware we were dealing with," said Rubin. "How do we make a character action game in 3D? How do we move that character action game into VR? [It's] very similar. I got that feeling that I hadn’t had sinceCrash Bandicoot – discovering the new."
Rubin goes on to highlight how he tries to sell developers on VR by pointing out that developers working on VR games right now are much akin to those who jumped into mobile games early, and were therefore in a better position to capitalize on the "mobile gold rush" that many believe has come and gone.
"'Remember when touch games first came out and people said it would never work?' A lot of the industry just ignored it, but a few developers decided to jump in at a time when nobody knew if there was a business there. Some of them became Rovio," said Rubin. "There was a lot of trial and error at Rovio, a lot of failed games before they hit Angry Birds. What they learned gave them the ability to get there. We’re now into multiple generations of learning and getting ahead. [VR] is the single largest learning curve I’ve ever seen in games."
His comments echo what many developers are experiencing as they try to unlearn rules of game design to work in VR and establish new ways of tackling common VR game design challenges.